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Difference between revisions of "User:Sev"

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My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.
 
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.
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My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is "needs lye-bearing item" and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...
  
 
'''Year Six'''
 
'''Year Six'''

Revision as of 00:06, 23 August 2008

Sev has been quite content lately. She ate a good meal lately. She spoke with her daughter recently. She has been satisfied at work lately. She was caught in the rain recently.
She is a dubious worshipper of the Burning Man.
She is a citizen of Seattle. She is a member of the Feminist Third Wave.
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color. When possible she prefers to consume Organic coffee.
She lives life at a leisurely pace. She finds helping others very rewarding. She appreciates art and natural beauty. She often feels discouraged. She tends to avoid crowds. She is put off by authority and tradition. She is occasionally given to procrastination.

Fort Journal

Year Seven

My burgeoning metropolis has been made a Duchy. The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved. She's collecting amulets of marble, horse leather, and turtle shell.

A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.

My twenty-dwarf-strong military continues to train. We've produced a couple of Elite Wrestlers and an Axe Lord.

I've begun culling the stocks of worn-out clothes.

The exploratory mining is turning my peasants into Miners. I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before. The mining is mine shafts, broken up by rows and diagonals.

Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room. Her next-door neighbor, a stonecrafter, is collecting brass goblets. He's had to compete with the Hammerer for them; she has collected eighteen so far. She's got a lot more places to put them. The tax collector, as advertised, is collecting Microcline items. His rooms are a sea of teal and white.

My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.

My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand. no sand means no clear glass vials, which means no alchemist's lab, which means no soap. Strangely, I can't seem to turn this lye I made into potash; the response is "needs lye-bearing item" and apparently three buckets full of lye in the stockpile aren't lye-bearing. Which is weird. And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...

Year Six

Baron both arrived, along with the hammerer and the tax collector. They've joined the Dungeon Master who showed up at the end of last year. The Baron was immediately promoted to Count.

All but one of the injured military dwarves have recovered. The one remaining won't ever get out of bed; he's got a red spinal injury.

Still have a surplus of food and a shortage of barrels. This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126. Concerned about deforestation.

Got a visit from a titan. Taking him down cost: three war dogs, two wrestlers, and two recruits. Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner. Oh, well.

Built four shops, right off the lavishly engraved meeting area. Exploratory mining is continuing apace. Somehow managed to stockpile 900 draughts of strawberry wine, yikes! Am leaving fields mostly-fallow until we get supplies a little more under control. Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels. While they're at it, they're keeping the entire fort ecstatic with the legendary meals. Wow.

Also, 150 animals, mostly horses and dogs. Am trying to slaughter them just a little more slowly than they grow.

I widened the little aqueduct that feeds the well and turned it into two large chambers. The left-hand one has the well and the incoming water from the river. I walled off the right-hand one and now it's full of nothing but mud. I'm hoping for spontaneous generation of tower-caps.

Year Five

My mechanic got stuck in an unused mining shaft. Nobody noticed until she began to rot. Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled. Poor Udil.

Four military dwarves were injured sparring. One of them has a spinal injury. The other three just have broken limbs.

I have a serious surplus of prepared meals.

Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them. Better, they could even put on the two artifact-level pieces of armor in the storeroom...

I seem to have an awful lot of leather armor. I have to doubt that the migrants brought that much with them. I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?

Year Four

Flagdaubs is in its fourth year.

We got a handful of immigrants this fall. They had few useful skills and I drafted half of them. We now have a population of 65 and the military is 10 strong.

Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall. Perhaps they were too few. Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room. While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit. Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing. I'm having trouble making enough tasks to keep everyone busy anyway. Next, will rebuild the two main staircases to have sunlight going through them. Have noted that one of the main staircases goes through the kitchen. This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.

Wow, we go through charcoal fast. Have stopped using metal or stone for anything noncritical. I've bought all the barrels, wood, and charcoal from the caravan every time it comes. Still not enough.

Rakust, the mayor, has given up her "Village Manager" and "Village Broker" tasks to 'Bom-Lokum' the farmer. We're confident he'll eventually pick up the skills to excel at this. I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.